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* common/fileutil: Convert namespace to Common::FSLioncash2020-08-161-2/+2
| | | | | | | | | | | | Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
* General: Setup yuzu threads' microprofile, naming and registry.Fernando Sahmkow2020-06-271-2/+4
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* YuzuCMD/Tester: Correct executionFernando Sahmkow2020-06-271-3/+4
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* General: Recover Prometheus project from harddrive failure Fernando Sahmkow2020-06-271-1/+1
| | | | | | | This commit: Implements CPU Interrupts, Replaces Cycle Timing for Host Timing, Reworks the Kernel's Scheduler, Introduce Idle State and Suspended State, Recreates the bootmanager, Initializes Multicore system.
* Address review and fix broken yuzu-tester buildJames Rowe2020-03-261-2/+2
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* Frontend/GPU: Refactor context managementJames Rowe2020-03-251-9/+2
| | | | | | | | | | | | | | | | | | | | Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
* frontend: sdl2: emu_window: Implement separate presentation thread.bunnei2020-02-261-9/+16
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* yuzu: Implement Vulkan frontendReinUsesLisp2020-01-291-1/+17
| | | | | Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
* Add FPS to SDL title barjroweboy2019-09-221-2/+2
| | | | | | Also fix a small issue with incorrect shutdown ordering in SDL. Previously the system would still be running so the telemetry task didn't launch and detached_tasks would assert(count == 0)
* yuzu: Port old usages of Filesystem namespace to FilesystemControllerZach Hilman2019-09-211-1/+1
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* Merge pull request #2526 from lioncash/globalZach Hilman2019-06-051-4/+1
|\ | | | | core/telemetry_session: Remove usages of the global system accessor
| * yuzu_cmd/yuzu: Correct formatting specifierLioncash2019-05-291-1/+1
| | | | | | | | | | Amends the formatting specifier to obey libfmt. Prevents the application from terminating due to a formatting issue in the error case.
| * core/loader: Remove LoadKernelSystemModeLioncash2019-05-291-3/+0
| | | | | | | | This is a hold-over from Citra and doesn't apply to yuzu.
* | yuzu_cmd: Split emu_window OpenGL implementation into its own fileReinUsesLisp2019-05-251-1/+2
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* yuzu_cmd: Make OpenGL's context currentReinUsesLisp2019-05-171-0/+1
| | | | | The SDL2 frontend never bound the OpenGL context, resulting on a white screen and no-ops all over the backend.
* CMakeLists: Ensure we specify Unicode as the codepage on WindowsLioncash2019-04-171-4/+6
| | | | | | | | | | | | Previously we were building with MBCS, which is pretty undesirable. We want the application to be Unicode-aware in general. Currently, we make the command line variant of yuzu use ANSI variants of the non-standard getopt functions that we link in for Windows, given we only have an ANSI option-set. We should really replace getopt with a library that we make all build types of yuzu link in, but this will have to do for the time being.
* game_list: Register content with ContentProviderZach Hilman2019-03-271-0/+2
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* Fix getopt on systems where char is unsigned by defaultxperia642019-03-191-2/+2
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* yuzu-cmd/yuzu: Replace direct usage of the global system telemetry accessor in main()Lioncash2019-03-041-1/+1
| | | | | We already have the system instance around, so we can use that instead of the accessor.
* gl_shader_cache: Link loading screen with disk shader cache loadReinUsesLisp2019-02-071-0/+3
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* Merge pull request #1441 from CarlKenner/DebuggerLogbunnei2018-11-051-0/+3
|\ | | | | logging: Add DebuggerBackend for logging to Visual Studio
| * logging: Add DebuggerBackend for logging to Visual StudioCarl Kenner2018-10-071-0/+3
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* | filesystem: Make CreateFactories() and InstallInterface() take a VfsFilesystem instance by referenceLioncash2018-10-131-1/+1
| | | | | | | | | | | | | | Neither of these functions alter the ownership of the provided pointer, so we can simply make the parameters a reference rather than a direct shared pointer alias. This way we also disallow passing incorrect memory values like nullptr.
* | cmd: Support passing game arguments from command lineZach Hilman2018-10-071-8/+11
|/ | | | Uses -p (--program) and following string as args.
* Port web_service from CitrafearlessTobi2018-10-021-0/+3
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* yuzu-cmd: Add call to CreateFactoriesZach Hilman2018-09-191-1/+3
| | | | Ensures all relevant filesystem objects are initialized and eliminates a crash related to the RegisteredCache.
* yuzu-cmd: fix SDL loggingtgsm2018-09-081-2/+3
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* vfs_real: Forward declare IOFileLioncash2018-09-021-0/+1
| | | | | | Eliminates the need to rebuild some source files if the file_util header ever changes. This also uncovered some indirect inclusions, which have also been fixed.
* core/core: Replace includes with forward declarations where applicableLioncash2018-08-311-0/+3
| | | | | | | | | | | The follow-up to e2457418dae19b889b2ad85255bb95d4cd0e4bff, which replaces most of the includes in the core header with forward declarations. This makes it so that if any of the headers the core header was previously including change, then no one will need to rebuild the bulk of the core, due to core.h being quite a prevalent inclusion. This should make turnaround for changes much faster for developers.
* loader: Make ResultStatus directly compatible with fmtLioncash2018-08-151-1/+3
| | | | | | | | | We can make the enum class type compatible with fmt by providing an overload of operator<<. While we're at it, perform proper bounds checking. If something exceeds the array, it should be a hard fail, because it's, without a doubt, a programmer error in this case.
* loader: Add more descriptive errorsZach Hilman2018-08-101-13/+11
| | | Full list of new errors and descriptions in core/loader/loader.h
* core: Port core to VfsFilesystem for file accessZach Hilman2018-08-091-0/+1
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* Merge pull request #912 from lioncash/global-varbunnei2018-08-051-1/+1
|\ | | | | video_core: Eliminate the g_renderer global variable
| * video_core: Eliminate the g_renderer global variableLioncash2018-08-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
* | Merge pull request #849 from DarkLordZach/xcibunnei2018-08-041-5/+11
|\ \ | |/ |/| XCI and Encrypted NCA Support
| * Fix merge conflicts with opus and update docsZach Hilman2018-08-011-2/+2
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| * Use more descriptive error codes and messagesZach Hilman2018-08-011-5/+9
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| * Make XCI comply to review and style guidelinesZach Hilman2018-08-011-13/+0
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| * Remove files that are not usedZach Hilman2018-08-011-0/+15
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* | video_core: Make global EmuWindow instance part of the base renderer classLioncash2018-08-021-1/+1
|/ | | | | | | | | | | Makes the global a member of the RendererBase class. We also change this to be a reference. Passing any form of null pointer to these functions is incorrect entirely, especially given the code itself assumes that the pointer would always be in a valid state. This also makes it easier to follow the lifecycle of instances being used, as we explicitly interact the renderer with the rasterizer, rather than it just operating on a global pointer.
* file_util: Use an enum class for GetUserPath()Lioncash2018-07-211-8/+13
| | | | | | | | | | | | | Instead of using an unsigned int as a parameter and expecting a user to always pass in the correct values, we can just convert the enum into an enum class and use that type as the parameter type instead, which makes the interface more type safe. We also get rid of the bookkeeping "NUM_" element in the enum by just using an unordered map. This function is generally low-frequency in terms of calls (and I'd hope so, considering otherwise would mean we're slamming the disk with IO all the time) so I'd consider this acceptable in this case.
* OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.bunnei2018-07-141-0/+5
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* Port #3335 and #3373 from Citra: "Small SDL fixes" and "Print the actual error preventing SDL from working" (#637)Tobias2018-07-121-3/+1
| | | | | | * Port #3335 and #3373 from Citra * Fixup: Use the new logging placeholders
* yuzu-cmd Apply the filter string from settingsJames Rowe2018-07-121-2/+1
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* Fix build and address review feedbackbunnei2018-07-031-0/+1
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* Add configurable logging backendsJames Rowe2018-07-031-1/+6
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* Update clang formatJames Rowe2018-07-031-3/+3
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* Rename logging macro back to LOG_*James Rowe2018-07-031-10/+10
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* yuzu_cmd: Fix project for latest msvc.bunnei2018-05-241-14/+12
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* frontends: Move logging macros over to new fmt-capable onesLioncash2018-04-271-12/+12
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* Merge pull request #377 from adityaruplaha/sdl2-fullscreenbunnei2018-04-211-2/+10
|\ | | | | SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)
| * SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)adityaruplaha2018-04-211-2/+10
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* | Implement Pull #3528 from citra: use nvidia graphics automatically on laptops with optimus (with AMD support) (#271)N00byKing2018-04-191-0/+9
|/ | | | | | | | * Port 3528: use nvidia graphics automatically on laptops with optimus * Force dedicated AMD Card for switchable Graphics * Ran clang-format
* yuzu.cpp: Update Link from citra to yuzuN00byKing2018-03-261-1/+1
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* clang-formatMerryMage2018-01-161-1/+0
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* Minor cleanupMerryMage2018-01-141-2/+2
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* Get yuzu sdl to start compilingJames Rowe2018-01-131-0/+176